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Shadow of the Tomb Raider: Digital Foundry Analysis


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  • Both the Pro and X show evidence of a dynamic scaler but it doesn't appear to really do anything.
  • X and Pro both have high resolution textures but texture work is great regardless of platform
  • Uses 4X AF on all versions, implementation looks great due to a lack of many flat surfaces
  • Uses temporal AA on all versions, this presents a slightly softer image but IQ is greatly improved
  • HDR implementation is some of the best to date in any game
  • All versions suffer from some input latency, very reminiscent of Rise at launch which was corrected

 

  • Xbox One S: 1600x900 fixed render 
  • PlayStation 4: 1920x1080 fixed render 
  • Both systems generally hold their 30 FPS target but in heavy sequences this framerate becomes slightly unstable with some torn frames and dips more evident on Xbox One S

 

  • PlayStation 4 Pro: 3328x1872 checkerboarded (raw render 1664x1872)
  • Xbox One X: 3584x2016 native render
  • The Pro is a near 30 FPS lock at all times with very rare minor dips
  • The X experiences minor but sustained dips during heavy sequences which introduce frame tearing, this signifies a bit of a GPU bottleneck that could be rectified with more optimization, a slightly lower resolution/scaling
  • The X gets the nod though as this detracts from the experience very little overall and is made up for by superior image quality

 

  • 60 FPS mode on Pro and X is a fixed 1920x1080 at identical settings to the Resolution modes
  • The Pro is very unstable in this mode with wild swings that bring it from the 40's to 50's rapidly, it averages about 51 FPS but is judder heavy
  • The X is quite stable in this mode, it has more torn frames but doesn't experience much swing averaging about 56 FPS in some heavy areas, in other heavy sequences it's a near 60 FPS lock
  • With the Xbox One X having Freesync if you have a compatible display this would be a very fluid experience

 

 

Edited by DynamiteCop!
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Yea, well when your consoles misses out on tons of games and has no exclusives... you basically have nothing left other than that tiny bit of resolution

I must say, if you don't engage him directly - which I am loathe to do; he's entertaining as fuck. The circles he runs in to defend things, and the corners he boxes himself into are fantastic.  

Here you go again, butthurt and running to alternative sources.

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2 minutes ago, Aza Team 2019 said:

I wonder what the bottleneck is for X, memory bandwidth or GPU power. If it's memory bandwidth we're probably getting something like 320gbps-> 450gps upgrade. That's a bit scary of Navi doesn't support bandwidth optimzations.

It's likely just hitting its compute ceiling, it's also something that a patch might be able to correct while not actually changing any operating parameters, it's hard to tell.

 

The game is basically running in what was Rise's enriched mode at a near native 4K so the GPU demand has increased significantly.

Edited by DynamiteCop!
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22 minutes ago, Aza Team 2019 said:

I remember playing the reboot and thinking yeah, this isn't really a Tomb Raider game but if they cut down on the puzzles a bit it could be an amazing Rambo game. I'm serious.

and i remember thinking that more puzzles, with better puzzle design, would make the franchise near-perfect.  

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47 minutes ago, DynamiteCop! said:

Jesus, I read someone say it was beating a 1060 but I didn't realize it was by that much.

Everything maxed... don't even pretend like the console versions are being stressed the way this is... lmao

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